using System;
using ns27;

namespace Triton.Game.Mapping
{
	[Attribute38("BnetBarMenuButton")]
	public class BnetBarMenuButton : PegUIElement
	{
		public GameObject m_highlight => method_3<GameObject>("m_highlight");

		public GameObject m_phoneBar => method_3<GameObject>("m_phoneBar");

		public Transform m_phoneBarOneElementBone => method_3<Transform>("m_phoneBarOneElementBone");

		public Transform m_phoneBarTwoElementBone => method_3<Transform>("m_phoneBarTwoElementBone");

		public int m_phoneBarStatus => method_2<int>("m_phoneBarStatus");

		public bool m_selected => method_2<bool>("m_selected");

		public BnetBarMenuButton(IntPtr address, string className)
			: base(address, className)
		{
		}

		public BnetBarMenuButton(IntPtr address)
			: this(address, "BnetBarMenuButton")
		{
		}

		public void LockHighlight(bool isLocked)
		{
			method_8("LockHighlight", isLocked);
		}

		public new void Awake()
		{
			method_8("Awake");
		}

		public bool IsSelected()
		{
			return method_11<bool>("IsSelected", Array.Empty<object>());
		}

		public void SetSelected(bool enable)
		{
			method_8("SetSelected", enable);
		}

		public void SetPhoneStatusBarState(int nElements)
		{
			method_8("SetPhoneStatusBarState", nElements);
		}

		public void OnStatusBarUpdate()
		{
			method_8("OnStatusBarUpdate");
		}

		public bool ShouldBeHighlighted()
		{
			return method_11<bool>("ShouldBeHighlighted", Array.Empty<object>());
		}

		public void UpdateHighlight()
		{
			method_8("UpdateHighlight");
		}

		public new void OnOver(InteractionState oldState)
		{
			method_8("OnOver", oldState);
		}

		public new void OnOut(InteractionState oldState)
		{
			method_8("OnOut", oldState);
		}
	}
}
